2,109 research outputs found

    Perceptual Model-Driven Authoring of Plausible Vibrations from User Expectations for Virtual Environments

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    One of the central goals of design is the creation of experiences that are rated favorably in the intended application context. User expectations play an integral role in tactile product quality and tactile plausibility judgments alike. In the vibrotactile authoring process for virtual environments, vibra-tion is created to match the user’s expectations of the presented situational context. Currently, inefficient trial and error approaches attempt to match expectations implicitly. A more efficient, model-driven procedure based explicitly on tactile user expectations would thus be beneficial for author-ing vibrations. In everyday life, we are frequently exposed to various whole-body vibrations. Depending on their temporal and spectral proper-ties we intuitively associate specific perceptual properties such as “tin-gling”. This suggests a systematic relationship between physical parame-ters and perceptual properties. To communicate with potential users about such elicited or expected tactile properties, a standardized design language is proposed. It contains a set of sensory tactile perceptual attributes, which are sufficient to characterize the perceptual space of vibration encountered in everyday life. This design language enables the assessment of quantita-tive tactile perceptual specifications by laypersons that are elicited in situational contexts such as auditory-visual-tactile vehicle scenes. Howev-er, such specifications can also be assessed by providing only verbal de-scriptions of the content of these scenes. Quasi identical ratings observed for both presentation modes suggest that tactile user expectations can be quantified even before any vibration is presented. Such expected perceptu-al specifications are the prerequisite for a subsequent translation into phys-ical vibration parameters. Plausibility can be understood as a similarity judgment between elicited features and expected features. Thus, plausible vibration can be synthesized by maximizing the similarity of the elicited perceptual properties to the expected perceptual properties. Based on the observed relationships between vibration parameters and sensory tactile perceptual attributes, a 1-nearest-neighbor model and a regression model were built. The plausibility of the vibrations synthesized by these models in the context of virtual auditory-visual-tactile vehicle scenes was validat-ed in a perceptual study. The results demonstrated that the perceptual spec-ifications obtained with the design language are sufficient to synthesize vibrations, which are perceived as equally plausible as recorded vibrations in a given situational context. Overall, the demonstrated design method can be a new, more efficient tool for designers authoring vibrations for virtual environments or creating tactile feedback. The method enables further automation of the design process and thus potential time and cost reductions.:Preface III Abstract V Zusammenfassung VII List of Abbreviations XV 1 Introduction 1 1.1 General Introduction 1 1.1 Objectives of the Thesis 4 1.2 Structure of the Thesis 4 2. Tactile Perception in Real and Virtual Environments 7 2.1 Tactile Perception as a Multilayered Process 7 2.1.1 Physical Layer 8 2.1.2 Mechanoreceptor Layer 9 2.1.3 Sensory Layer 19 2.1.4 Affective Layer 26 2.2 Perception of Virtual Environments 29 2.2.1 The Place Illusion 29 2.2.2 The Plausibility Illusion 31 2.3 Approaches for the Authoring of Vibrations 38 2.3.1 Approaches on the Physical Layer 38 2.3.2 Approaches on the Mechanoreceptor Layer 40 2.3.3 Approaches on the Sensory Layer 40 2.3.4 Approaches on the Affective Layer 43 2.4 Summary 43 3. Research Concept 47 3.1 Research Questions 47 3.1.1 Foundations of the Research Concept 47 3.1.2 Research Concept 49 3.2 Limitations 50 4. Development of the Experimental Setup 53 4.1 Hardware 53 4.1.1 Optical Reproduction System 53 4.1.2 Acoustical Reproduction System 54 4.1.3 Whole-Body Vibration Reproduction System 56 4.2 Software 64 4.2.1 Combination of Reproduction Systems for Unimodal and Multimodal Presentation 64 4.2.2 Conducting Perceptual Studies 65 5. Assessment of a Sensory Tactile Design Language for Characterizing Vibration 67 5.1.1 Design Language Requirements 67 5.1.2 Method to Assess the Design Language 69 5.1.3 Goals of this Chapter 70 5.2 Tactile Stimuli 72 5.2.1 Generalization into Excitation Patterns 72 5.2.2 Definition of Parameter Values of the Excitation Patterns 75 5.2.3 Generation of the Stimuli 85 5.2.4 Summary 86 5.3 Assessment of the most relevant Sensory Tactile Perceptual Attributes 86 5.3.1 Experimental Design 87 5.3.2 Participants 88 5.3.3 Results 88 5.3.4 Aggregation and Prioritization 89 5.3.5 Summary 91 5.4 Identification of the Attributes forming the Design Language 92 5.4.1 Experimental Design 93 5.4.2 Participants 95 5.4.3 Results 95 5.4.4 Selecting the Elements of the Sensory Tactile Design Language 106 5.4.5 Summary 109 5.5 Summary and Discussion 109 5.5.1 Summary 109 5.5.2 Discussion 111 6. Quantification of Expected Properties with the Sensory Tactile Design Language 115 6.1 Multimodal Stimuli 116 6.1.1 Selection of the Scenes 116 6.1.2 Recording of the Scenes 117 6.1.3 Recorded Stimuli 119 6.2 Qualitative Communication in the Presence of Vibration 123 6.2.1 Experimental Design 123 6.2.2 Participants 124 6.2.3 Results 124 6.2.4 Summary 126 6.3 Quantitative Communication in the Presence of Vibration 126 6.3.1 Experimental Design 127 6.3.2 Participants 127 6.3.3 Results 127 6.3.4 Summary 129 6.4 Quantitative Communication in the Absence of Vibration 129 6.4.1 Experimental Design 130 6.4.2 Participants 132 6.4.3 Results 132 6.4.4 Summary 134 6.5 Summary and Discussion 135 7. Synthesis Models for the Translation of Sensory Tactile Properties into Vibration 137 7.1 Formalization of the Tactile Plausibility Illusion for Models 139 7.1.1 Formalization of Plausibility 139 7.1.2 Model Boundaries 143 7.2 Investigation of the Influence of Vibration Level on Attribute Ratings 144 7.2.1 Stimuli 145 7.2.2 Experimental Design 145 7.2.3 Participants 146 7.2.4 Results 146 7.2.5 Summary 148 7.3 Comparison of Modulated Vibration to Successive Impulse-like Vibration 148 7.3.1 Stimuli 149 7.3.2 Experimental Design 151 7.3.3 Participants 151 7.3.4 Results 151 7.3.5 Summary 153 7.4 Synthesis Based on the Discrete Estimates of a k-Nearest-Neighbor Classifier 153 7.4.1 Definition of the K-Nearest-Neighbor Classifier 154 7.4.2 Analysis Model 155 7.4.3 Synthesis Model 156 7.4.4 Interpolation of acceleration level for the vibration attribute profile pairs 158 7.4.5 Implementation of the Synthesis 159 7.4.6 Advantages and Disadvantages 164 7.5 Synthesis Based on the Quasi-Continuous Estimates of Regression Models 166 7.5.1 Overall Model Structure 168 7.5.2 Classification of the Excitation Pattern with a Support Vector Machine 171 7.5.3 General Approach to the Regression Models of each Excitation Pattern 178 7.5.4 Synthesis for the Impulse-like Excitation Pattern 181 7.5.5 Synthesis for the Bandlimited White Gaussian Noise Excitation Pattern 187 7.5.6 Synthesis for the Amplitude Modulated Sinusoidal Excitation Pattern 193 7.5.7 Synthesis for the Sinusoidal Excitation Pattern 199 7.5.8 Implementation of the Synthesis 205 7.5.9 Advantages and Disadvantages of the Approach 208 7.6 Validation of the Synthesis Models 210 7.6.1 Stimuli 212 7.6.2 Experimental Design 212 7.6.3 Participants 214 7.6.4 Results 214 7.6.5 Summary 219 7.7 Summary and Discussion 219 7.7.1 Summary 219 7.7.2 Discussion 222 8. General Discussion and Outlook 227 Acknowledgment 237 References 237Eines der zentralen Ziele des Designs von Produkten oder virtuellen Um-gebungen ist die Schaffung von Erfahrungen, die im beabsichtigten An-wendungskontext die Erwartungen der Benutzer erfĂŒllen. GegenwĂ€rtig versucht man im vibrotaktilen Authoring-Prozess mit ineffizienten Trial-and-Error-Verfahren, die Erwartungen an den dargestellten, virtuellen Situationskontext implizit zu erfĂŒllen. Ein effizienteres, modellgetriebenes Verfahren, das explizit auf den taktilen Benutzererwartungen basiert, wĂ€re daher von Vorteil. Im Alltag sind wir hĂ€ufig verschiedenen Ganzkörper-schwingungen ausgesetzt. AbhĂ€ngig von ihren zeitlichen und spektralen Eigenschaften assoziieren wir intuitiv bestimmte Wahrnehmungsmerkmale wie z.B. “kribbeln”. Dies legt eine systematische Beziehung zwischen physikalischen Parametern und Wahrnehmungsmerkmalen nahe. Um mit potentiellen Nutzern ĂŒber hervorgerufene oder erwartete taktile Eigen-schaften zu kommunizieren, wird eine standardisierte Designsprache vor-geschlagen. Sie enthĂ€lt eine Menge von sensorisch-taktilen Wahrneh-mungsmerkmalen, die hinreichend den Wahrnehmungsraum der im Alltag auftretenden Vibrationen charakterisieren. Diese Entwurfssprache ermög-licht die quantitative Beurteilung taktiler Wahrnehmungsmerkmale, die in Situationskontexten wie z.B. auditiv-visuell-taktilen Fahrzeugszenen her-vorgerufen werden. Solche Wahrnehmungsspezifikationen können jedoch auch bewertet werden, indem der Inhalt dieser Szenen verbal beschrieben wird. Quasi identische Bewertungen fĂŒr beide PrĂ€sentationsmodi deuten darauf hin, dass die taktilen Benutzererwartungen quantifiziert werden können, noch bevor eine Vibration prĂ€sentiert wird. Die erwarteten Wahr-nehmungsspezifikationen sind die Voraussetzung fĂŒr eine anschließende Übersetzung in physikalische Schwingungsparameter. Plausible Vibratio-nen können synthetisiert werden, indem die erwarteten Wahrnehmungs-merkmale hervorgerufen werden. Auf der Grundlage der beobachteten Beziehungen zwischen SchwingungsÂŹparametern und sensorisch-taktilen Wahrnehmungsmerkmalen wurden ein 1-Nearest-Neighbor-Modell und ein Regressionsmodell erstellt. Die PlausibilitĂ€t der von diesen Modellen synthetisierten Schwingungen im Kontext virtueller, auditorisch-visuell-taktiler Fahrzeugszenen wurde in einer Wahrnehmungsstudie validiert. Die Ergebnisse zeigten, dass die mit der Designsprache gewonnenen Wahr-nehmungsspezifikationen ausreichen, um Schwingungen zu synthetisieren, die in einem gegebenen Situationskontext als ebenso plausibel empfunden werden wie aufgezeichnete Schwingungen. Die demonstrierte Entwurfsme-thode stellt ein neues, effizienteres Werkzeug fĂŒr Designer dar, die Schwingungen fĂŒr virtuelle Umgebungen erstellen oder taktiles Feedback fĂŒr Produkte erzeugen.:Preface III Abstract V Zusammenfassung VII List of Abbreviations XV 1 Introduction 1 1.1 General Introduction 1 1.1 Objectives of the Thesis 4 1.2 Structure of the Thesis 4 2. Tactile Perception in Real and Virtual Environments 7 2.1 Tactile Perception as a Multilayered Process 7 2.1.1 Physical Layer 8 2.1.2 Mechanoreceptor Layer 9 2.1.3 Sensory Layer 19 2.1.4 Affective Layer 26 2.2 Perception of Virtual Environments 29 2.2.1 The Place Illusion 29 2.2.2 The Plausibility Illusion 31 2.3 Approaches for the Authoring of Vibrations 38 2.3.1 Approaches on the Physical Layer 38 2.3.2 Approaches on the Mechanoreceptor Layer 40 2.3.3 Approaches on the Sensory Layer 40 2.3.4 Approaches on the Affective Layer 43 2.4 Summary 43 3. Research Concept 47 3.1 Research Questions 47 3.1.1 Foundations of the Research Concept 47 3.1.2 Research Concept 49 3.2 Limitations 50 4. Development of the Experimental Setup 53 4.1 Hardware 53 4.1.1 Optical Reproduction System 53 4.1.2 Acoustical Reproduction System 54 4.1.3 Whole-Body Vibration Reproduction System 56 4.2 Software 64 4.2.1 Combination of Reproduction Systems for Unimodal and Multimodal Presentation 64 4.2.2 Conducting Perceptual Studies 65 5. Assessment of a Sensory Tactile Design Language for Characterizing Vibration 67 5.1.1 Design Language Requirements 67 5.1.2 Method to Assess the Design Language 69 5.1.3 Goals of this Chapter 70 5.2 Tactile Stimuli 72 5.2.1 Generalization into Excitation Patterns 72 5.2.2 Definition of Parameter Values of the Excitation Patterns 75 5.2.3 Generation of the Stimuli 85 5.2.4 Summary 86 5.3 Assessment of the most relevant Sensory Tactile Perceptual Attributes 86 5.3.1 Experimental Design 87 5.3.2 Participants 88 5.3.3 Results 88 5.3.4 Aggregation and Prioritization 89 5.3.5 Summary 91 5.4 Identification of the Attributes forming the Design Language 92 5.4.1 Experimental Design 93 5.4.2 Participants 95 5.4.3 Results 95 5.4.4 Selecting the Elements of the Sensory Tactile Design Language 106 5.4.5 Summary 109 5.5 Summary and Discussion 109 5.5.1 Summary 109 5.5.2 Discussion 111 6. Quantification of Expected Properties with the Sensory Tactile Design Language 115 6.1 Multimodal Stimuli 116 6.1.1 Selection of the Scenes 116 6.1.2 Recording of the Scenes 117 6.1.3 Recorded Stimuli 119 6.2 Qualitative Communication in the Presence of Vibration 123 6.2.1 Experimental Design 123 6.2.2 Participants 124 6.2.3 Results 124 6.2.4 Summary 126 6.3 Quantitative Communication in the Presence of Vibration 126 6.3.1 Experimental Design 127 6.3.2 Participants 127 6.3.3 Results 127 6.3.4 Summary 129 6.4 Quantitative Communication in the Absence of Vibration 129 6.4.1 Experimental Design 130 6.4.2 Participants 132 6.4.3 Results 132 6.4.4 Summary 134 6.5 Summary and Discussion 135 7. Synthesis Models for the Translation of Sensory Tactile Properties into Vibration 137 7.1 Formalization of the Tactile Plausibility Illusion for Models 139 7.1.1 Formalization of Plausibility 139 7.1.2 Model Boundaries 143 7.2 Investigation of the Influence of Vibration Level on Attribute Ratings 144 7.2.1 Stimuli 145 7.2.2 Experimental Design 145 7.2.3 Participants 146 7.2.4 Results 146 7.2.5 Summary 148 7.3 Comparison of Modulated Vibration to Successive Impulse-like Vibration 148 7.3.1 Stimuli 149 7.3.2 Experimental Design 151 7.3.3 Participants 151 7.3.4 Results 151 7.3.5 Summary 153 7.4 Synthesis Based on the Discrete Estimates of a k-Nearest-Neighbor Classifier 153 7.4.1 Definition of the K-Nearest-Neighbor Classifier 154 7.4.2 Analysis Model 155 7.4.3 Synthesis Model 156 7.4.4 Interpolation of acceleration level for the vibration attribute profile pairs 158 7.4.5 Implementation of the Synthesis 159 7.4.6 Advantages and Disadvantages 164 7.5 Synthesis Based on the Quasi-Continuous Estimates of Regression Models 166 7.5.1 Overall Model Structure 168 7.5.2 Classification of the Excitation Pattern with a Support Vector Machine 171 7.5.3 General Approach to the Regression Models of each Excitation Pattern 178 7.5.4 Synthesis for the Impulse-like Excitation Pattern 181 7.5.5 Synthesis for the Bandlimited White Gaussian Noise Excitation Pattern 187 7.5.6 Synthesis for the Amplitude Modulated Sinusoidal Excitation Pattern 193 7.5.7 Synthesis for the Sinusoidal Excitation Pattern 199 7.5.8 Implementation of the Synthesis 205 7.5.9 Advantages and Disadvantages of the Approach 208 7.6 Validation of the Synthesis Models 210 7.6.1 Stimuli 212 7.6.2 Experimental Design 212 7.6.3 Participants 214 7.6.4 Results 214 7.6.5 Summary 219 7.7 Summary and Discussion 219 7.7.1 Summary 219 7.7.2 Discussion 222 8. General Discussion and Outlook 227 Acknowledgment 237 References 23

    Musical Haptics

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    Haptic Musical Instruments; Haptic Psychophysics; Interface Design and Evaluation; User Experience; Musical Performanc

    Musical Haptics

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    Haptic Musical Instruments; Haptic Psychophysics; Interface Design and Evaluation; User Experience; Musical Performanc

    A survey on hardware and software solutions for multimodal wearable assistive devices targeting the visually impaired

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    The market penetration of user-centric assistive devices has rapidly increased in the past decades. Growth in computational power, accessibility, and cognitive device capabilities have been accompanied by significant reductions in weight, size, and price, as a result of which mobile and wearable equipment are becoming part of our everyday life. In this context, a key focus of development has been on rehabilitation engineering and on developing assistive technologies targeting people with various disabilities, including hearing loss, visual impairments and others. Applications range from simple health monitoring such as sport activity trackers, through medical applications including sensory (e.g. hearing) aids and real-time monitoring of life functions, to task-oriented tools such as navigational devices for the blind. This paper provides an overview of recent trends in software and hardware-based signal processing relevant to the development of wearable assistive solutions

    Artificial Roughness Encoding with a Bio-inspired MEMS- based Tactile Sensor Array

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    A compliant 2×2 tactile sensor array was developed and investigated for roughness encoding. State of the art cross shape 3D MEMS sensors were integrated with polymeric packaging providing in total 16 sensitive elements to external mechanical stimuli in an area of about 20 mm2, similarly to the SA1 innervation density in humans. Experimental analysis of the bio-inspired tactile sensor array was performed by using ridged surfaces, with spatial periods from 2.6 mm to 4.1 mm, which were indented with regulated 1N normal force and stroked at constant sliding velocity from 15 mm/s to 48 mm/s. A repeatable and expected frequency shift of the sensor outputs depending on the applied stimulus and on its scanning velocity was observed between 3.66 Hz and 18.46 Hz with an overall maximum error of 1.7%. The tactile sensor could also perform contact imaging during static stimulus indentation. The experiments demonstrated the suitability of this approach for the design of a roughness encoding tactile sensor for an artificial fingerpad

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, held in Hamburg, Germany, in May 2022. The 36 regular papers included in this book were carefully reviewed and selected from 129 submissions. They were organized in topical sections as follows: haptic science; haptic technology; and haptic applications

    Sonic Interactions in Virtual Environments

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    Sonic interactions in virtual environments

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    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
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